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engines/ags/engine/ac/global_character.h
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95
engines/ags/engine/ac/global_character.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef AGS_ENGINE_AC_GLOBAL_CHARACTER_H
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#define AGS_ENGINE_AC_GLOBAL_CHARACTER_H
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#include "ags/shared/ac/character_info.h"
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namespace AGS3 {
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void StopMoving(int chaa);
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void ReleaseCharacterView(int chat);
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void MoveToWalkableArea(int charid);
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void FaceLocation(int cha, int xx, int yy);
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void FaceCharacter(int cha, int toface);
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void SetCharacterIdle(int who, int iview, int itime);
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int GetCharacterWidth(int ww);
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int GetCharacterHeight(int charid);
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void SetCharacterBaseline(int obn, int basel);
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// pass trans=0 for fully solid, trans=100 for fully transparent
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void SetCharacterTransparency(int obn, int trans);
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void AnimateCharacter4(int chh, int loopn, int sppd, int rept);
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void AnimateCharacter6(int chh, int loopn, int sppd, int rept, int direction, int blocking);
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void SetPlayerCharacter(int newchar);
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void FollowCharacterEx(int who, int tofollow, int distaway, int eagerness);
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void FollowCharacter(int who, int tofollow);
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void SetCharacterIgnoreLight(int who, int yesorno);
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void MoveCharacter(int cc, int xx, int yy);
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void MoveCharacterDirect(int cc, int xx, int yy);
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void MoveCharacterStraight(int cc, int xx, int yy);
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// Append to character path
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void MoveCharacterPath(int chac, int tox, int toy);
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void SetCharacterSpeedEx(int chaa, int xspeed, int yspeed);
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void SetCharacterSpeed(int chaa, int nspeed);
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void SetTalkingColor(int chaa, int ncol);
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void SetCharacterSpeechView(int chaa, int vii);
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void SetCharacterBlinkView(int chaa, int vii, int intrv);
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void SetCharacterView(int chaa, int vii);
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void SetCharacterFrame(int chaa, int view, int loop, int frame);
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// similar to SetCharView, but aligns the frame to make it line up
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void SetCharacterViewEx(int chaa, int vii, int loop, int align);
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void SetCharacterViewOffset(int chaa, int vii, int xoffs, int yoffs);
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void ChangeCharacterView(int chaa, int vii);
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void SetCharacterClickable(int cha, int clik);
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void SetCharacterIgnoreWalkbehinds(int cha, int clik);
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void MoveCharacterToObject(int chaa, int obbj);
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void MoveCharacterToHotspot(int chaa, int hotsp);
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int MoveCharacterBlocking(int chaa, int xx, int yy, int direct);
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void RunCharacterInteraction(int cc, int mood);
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int AreCharObjColliding(int charid, int objid);
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int AreCharactersColliding(int cchar1, int cchar2);
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int GetCharacterProperty(int cha, const char *property);
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void SetCharacterProperty(int who, int flag, int yesorno);
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int GetPlayerCharacter();
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void GetCharacterPropertyText(int item, const char *property, char *bufer);
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int GetCharacterSpeechAnimationDelay(CharacterInfo *cha);
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int GetCharIDAtScreen(int xx, int yy);
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void SetActiveInventory(int iit);
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void AddInventoryToCharacter(int charid, int inum);
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void LoseInventoryFromCharacter(int charid, int inum);
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void update_invorder();
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void add_inventory(int inum);
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void lose_inventory(int inum);
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void DisplayThought(int chid, const char *text);
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void __sc_displayspeech(int chid, const char *text);
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void DisplaySpeechAt(int xx, int yy, int wii, int aschar, const char *spch);
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int DisplaySpeechBackground(int charid, const char *speel);
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} // namespace AGS3
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#endif
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